﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public enum choiceState
{
	onSelect,
	onEnd,
};

public class DialogueManagerData : MonoBehaviour
{
	//--dialoguer stuff
	private string _text;
	private string _names;
	private string[] _choices;
	private DialoguerDialogues diaDia;
	private DialoguerTextData diaData;

	private GameObject textLabel;
	private GameObject nameLabel;

	private bool isSkipped;
	private bool isAuto;
	private bool isHidden;

	//--setters
	public void setDialogue(string text)
	{
		_text = text;
	}

	public void setName(string name)
	{
		_names = name;
	}

	public void setChoices(string[] choices)
	{
		//--checker
		if (choices != null)
		_choices = choices;
			else
		_choices = new string[1];

	}

	public void setDialogueID(DialoguerDialogues diaID)
	{
		diaDia = diaID;
	}

	public void setDialogueData(DialoguerTextData data)
	{
		diaData = data;
	}

	public void setTextLabel(GameObject textlbl)
	{
		textLabel = textlbl;
	}

	public void setNameLabel(GameObject namelbl)
	{
		nameLabel = namelbl;
	}

	public void setSkip(bool skip)
	{
		isSkipped = skip;
	}

	public void setAuto(bool auto)
	{
		isAuto = auto;
	}

	public void setHide(bool hide)
	{
		isHidden = hide;
	}

	//--getters
	public string getDialogue()
	{
		return _text;
	}

	public string getName()
	{
		return _names;
	}

	public string[] getChoices()
	{
		return _choices;
	}

	public DialoguerDialogues getDialogueID()
	{
		return diaDia;
	}

	public DialoguerTextData getDialogueData()
	{
		return diaData;
	}

	public GameObject getTextLabel()
	{
		return textLabel;
	}

	public GameObject getNameLabel()
	{
		return nameLabel;
	}

	public bool getSkip()
	{
		return isSkipped;
	}

	public bool getAuto()
	{
		return isAuto;
	}

	public bool getHide()
	{
		return isHidden;
	}


	

}
